Party Quests and Iria Quest Board
Part of the issue with dungeons, is a lotta pointless running, and you get less xp and typically far less rewarding than just doing SMs. About only true advantage to them at the moment, is reliable herb source and unique drops that you can't get in SMs. If the drops were included in SMs, i would bet most interest in dungeons would be flat out gone.
Experience and gold efficiency is irrelevant. The point is to give certain dungeon difficulties more of a reason to do them. The people I run with hardly touch SMs outside of dailies and special passes, and it'd be nice to have a reason outside of 'I want to get this pass out of my inventory without it going to waste' to run them. Furthermore, Party Quests encourage multiplay, something that an MMO ought to do. It's something that Nexon left incomplete in this version of Mabinogi and wouldn't take much effort to remedy, so why not?
Also I agree that dungeons have alot of pointless empty space to traverse. If I had the source code and had the ability to change this, I'd add traps, ambushes, and general random events that would occur in the empty hallways to keep players excited and on their toes. On the other hand, dungeons have more variance given that the layout is procedurally generated. This little difference makes running dungeons over and over again significantly less strenous than running SMs over and over again.
Commerce and Homestead
Commerce never appealed to me, absolutely hated it, but i acknowledge it's a feature that many would actually like. If we do get it, i really truly would like to get bandit hunt as well, or some variant. Give incentive to go after bandits, for those of us who truly hate the merchanting aspect of it all.
Homesteads, i think the major complaint is that you're guaranteed free resources/workstations daily. I mean, higher odds of fine wood, free herbs, etc. on a regular basis is a bit too easy mode for what some of us want in pro. That said, i still would like the ability to be able to have easy access to a fishing hole from basically anywhere, even if i do still have to go to town to buy bait.
Even if you don't participate in commerce and merchanting, it still affects you. Positively, that is. Seeing all these merchants travelling and delivering goods makes the world seem more alive and helps with immersion. And, yes, immersion is important.
See, when I thought homesteads, I thought of a personal farm you would raise from the ground up. You would have to protect crops (herbs) from wild animals, and, uh, your trees and fish source from whatever; obviously not something that essentially hands you materials on a silver platter. I also don't like the idea of having a free teleport to it. I'd rather have to travel to a certain warp point to get to it as a limitation.
Not everyone's cup of tea of course, but the idea here is simply an extra activity that one can do when bored. It's not all that different from music. Music as a feature in Mabinogi is absolutely unnecessary, yet it's here. You might argue that music can provide buffs, but these are insignificant and a waste of manpower in combat. These things are for people who like to write or compose (like me). Some day, you might get bored enough to read some terrible Mabinogi fanfiction. Who knows.
A Penultimate ENDGAME
With Pro, that may be worth considering. However, most the AI is total crap in game. Which would lead to either players easily overwhelming the mobs, or just super tanky mobs that players just whittle down and basically be bored to death in the process of. And the whole 'use a pre-generated character like generation quests do' is a no for me, unless you give me super gold and xp rewards. Pre-generated characters mean no drops, and only xp is literally mission reward. So overall it tends to be unappealing.
In the event from the MMO I played, it was specifically an endgame event, for players who reached a certain level threshold. It's something you'd participate in after you've completed a good chunk of content. Aside from that, there was still a good range of player levels that were allowed to participate. The various tasks that the group of players on the field needed to complete had various difficulties. Lower levels would protect the player spawn points and attack the enemy fortress gate. Capturing enemy territory was left to stronger players and taking out bosses were left to the absolute highest level players.
As for the AI, they
are pretty limited in this game. But, you don't need good AI for a proper challenge. All you would need to do is give monsters gimmicks, things that players would have to plan strategies to take out and perhaps even use teamwork, and no that does NOT MEAN GIVING EVERYTHING HEAVY STANDER, MANA DEFLECTOR,
AND NATURAL SHIELD. Ahem. Let me give a few examples I've thought up.
Skeleton Wheels that spin around colliding with players when hit with a windmill. This means that players have to take into consideration whether to use windmill or not in the presence of one.
An enemy ability called dispel. Golems too powerful? This ability will remove any magic in an area, doing massive damage to (magically) summoned entities.
Monsters that teleport in response to be hitting with ranged magic attacks. Firebolt spam too powerful of a strategy? Enemies with this capability will teleport close in a standing position and attack immediately after getting hit.
A monster that reads player inputs and responds perfectly to them; a deadly creature that essentially sees the future.
Also the discussion of gimmick monsters brings the topic of balance to mind. Skills do not need to be nerfed whatsoever. Rather, it's better to make overpowered ones more difficult to use in situations because of enemy abilities. See: poison. Terrific for killing beefy opponents, except that most-hard-to-kill bosses are immune to it.
Anyway, back to the subject at hand.
Individually, a gimmick monster wouldn't be too much of a threat, but slap a bunch of different gimmick monsters together and you have a puzzle that players must work out and solve. Mabinogi doesn't work well as a fast paced action game, but it excels at being a strategy game, and that's where I think combat gameplay should be emphasized. It's a shame that 100% custom monsters aren't possible yet (I assume), but this is definitely what I would suggest if they were.